• Title/Summary/Keyword: Genres

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Convention of Contemporary Urban Fantasy Contents (현대형 도시 판타지 콘텐츠의 컨벤션)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.87-98
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    • 2013
  • A convention is a customary channel that not only distinguishes the contemporary urban fantasy contents from other genres but also feels familiar with users for its currency. To begin with, the study defines the fantasy investigating the types of the fantasies, the time and the space which are regarded as the world of the fantasy, the fantasy storytelling and the convention, the custom of the fantasy. Next, the meaning and the convention of the contemporary urban fantasy contents are discussed. Ultimately, through the contemporary urban fantasy contents analysis, the study traces changes in the fantasy genres understanding how the convention destruction of the fantasy genre generates the convention in contemporary urban fantasy contents. Finally, the study proposes the directions of the convention in contemporary urban fantasy contents production which would provide us with a new experience and a dimension of fun.

Analysis of the Distinction of the Korean Movies in the Japanese Market (일본에 수출된 한국영화 특성 분석)

  • Seo, Yu-Jung;Hwang, In-Suk;Ahn, Sung-Ah
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.386-397
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    • 2008
  • The purpose of the study is to identify the characteristics of films to be exported into a larger market abroad, especially the Japanese film market which occupies more than a half of the export costs of the Korean movies. Our analysis shows that the factors such as the reputation of a director and actors in Japan, the box-office record in Korea and genres have influence upon the export to the Japanese market. Among genres, comedy movies were less exported, while melodramas was more. We expect that this result will be helpful when film producers plan movies for export from the stage of pre-production.

An analysis of the writing tasks in high school English textbooks: Focusing on genre, rhetorical structure, task types, and authenticity (고등학교 1학년 영어교과서 쓰기활동 과업 분석: 장르, 텍스트 전개구조, 활동 유형, 진정성을 중심으로)

  • Choi, Sunhee;Yu, Ho-Jung
    • English Language & Literature Teaching
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    • v.16 no.4
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    • pp.267-290
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    • 2010
  • The purpose of this study is to analyze the writing tasks included in the newly developed high school English textbooks in the aspects of genre, rhetorical structure, task type, and authenticity in order to find out whether these tasks could contribute to improving Korean EFL students' writing skills. A total of nine textbooks were selected for the study and every writing task in each textbook was analyzed. The results show that various types of genres were incorporated in the tasks, but very few opportunities were provided for students to acquire characteristics of specific genres. In terms of rhetorical structure of text, narration, illustration, and transaction were required most, whereas not a single writing task asked students to use classification or cause and effect. Many of the writing tasks analyzed offered linguistic and/or content support through the use of models, which displays traces of the product-based approach to teaching writing. Lastly, most of the tasks lacked authenticity represented by explicit discussion of purpose and audience. Implications for L2 writing task development and writing instruction in the Korean EFL context are discussed.

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A Study on Flash Mobile Game Application Using Adobe AIR (어도비 에어를 이용한 플래시 모바일 게임 애플리케이션에 관한 연구)

  • Joo, Heon-Sik
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.73-82
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    • 2015
  • This study makes a proposal about Flash mobile game applications using Adobe AIR. In developing a mobile game, the developer programs in Flash ActionScript, and distributes and publishes the program using Adobe AIR so that the game can be played on an Android mobile device. In order to run the game, the player downloads and installs Android Adobe AIR onto the mobile device and sets up the published app. This study designed and implemented a mobile game application and showed that a mobile game is executed on a smart phone. This outcome may be applicable to various genres of apps. Moreover, this study analyzed the trends of mobile games, focusing on their genres and characteristics, and according to the results, most of them were mobile games using Kakao Talk. The analysis results also showed that the popularity ranking of games varied little among sites.

Detecting Prominent Content in Unstructured Audio using Intensity-based Attack/release Patterns (발생/소멸 패턴을 이용한 비정형 혼합 오디오의 주성분 검출)

  • Kim, Samuel
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.12
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    • pp.224-231
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    • 2013
  • Defining the concept of prominent audio content as the most informative audio content from the users' perspective within a given unstructured audio segment, we propose a simple but robust intensity-based attack/release pattern features to detect the prominent audio content. We also propose a web-based annotation procedure to retrieve users' subjective perception and annotated 18 hours of video clips across various genres, such as cartoon, movie, news, etc. The experiments with a linear classification method whose models are trained for speech, music, and sound effect demonstrate promising - but varying across the genres of programs - results (e.g., 86.7% weighted accuracy for speech-oriented talk shows and 49.3% weighted accuracy for {action movies}).

A Study on Game Mechanics and Dynamics of Survival Game Content (생존 게임 콘텐츠의 게임 메커닉·다이내믹 연구)

  • Kang, Jihye;Jang, Ahyoung;Song, Inhee
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.5-14
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    • 2018
  • Nowadays, game development of new genres continues through convergence among existing genres, and the games of this hybrid-genre are gaining popularity around the world. Following this trend, it is meaningful to analyze the characteristic contents of the existing genre for more effective genre fusion. In this paper, in the genre of survival game, a genre of digital game, we would like to select a representative survival game for analysis of survival content, which is a key goal and core of the game, to identify common and differentiated features. For this purpose, we have studied game mechanics and game dynamic components around the contents of the survival game, based on the MDA framework.

A Survey of Reading Behavior among College Students Majoring in Child Development or Early Childhood Education (아동학, 유아교육 전공 대학생의 읽기 실태에 관한 조사연구)

  • Park, Chan-Hwa;Kim, Gil-Sook
    • Journal of the Korean Home Economics Association
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    • v.49 no.2
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    • pp.97-109
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    • 2011
  • The purpose of this study was to investigate the reading habits, reading patterns and reading motivation of 362 college students from the capital area majoring in child development or early childhood education. The main findings of this study were as follows. Firstly, 70 percent of students spent less than three hours a week on reading academic or school-related material, and 75 percent spent less than three hours a week on independent or recreational reading. Students most preferred reading the "cultural" genre and least preferred reading the "human life(spiritual)" genre. The "cultural" and the "human life(spiritual)" genres also represented the most and least frequently read genres, respectively. Secondly, students presented high-level reading patterns, in that they previewed the reading material before reading, understood the meaning of it during reading, and shared their reading experience with others after reading. Thirdly, the average reading motivation levels scored near the midpoint on a five-point scale. Fourthly, students with higher reading motivation levels displayed higher reading frequencies and preference levels for each genre, with the exception of the "fiction and humor" genre. Moreover, students with higher levels of reading motivation received higher ratings for their reading patterns.

A Study of Extended Recommendation Method Using Synonym Tags Mapping Between Two Types of Contents (콘텐츠들 간의 유의어 태그매핑을 이용한 확장된 추천기법의 연구)

  • Kim, Jiyeon;Kim, Youngchang;Jung, Jongjin
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.66 no.1
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    • pp.82-88
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    • 2017
  • Recently recommendation methods need personalization and diversity as well as accuracy whereas the traditional researches have been mainly focused on the accuracy of recommendation in terms of quality. The diversity of recommendation is also important to people in terms of quantity in addition to quality since people's desire for content consumption have been stronger rapidly than past. In this paper, we pay attention to similarity of data gathered simultaneously among different types of contents. With this motivation, we propose an enhanced recommendation method using correlation analysis with considering data similarity between two types of contents which are movie and music. Specifically, we regard folksonomy tags for music as correlated data of genres for movie even though they are different attributes depend on their contents. That is, we make result of new recommendation movie items through mapping music folksonomy tags to movie genres in addition to the recommendation items from the typical collaborative filtering. We evaluate effectiveness of our method by experiments with real data set. As the result of experimentation, we found that the diversity of recommendation could be extended by considering data similarity between music contents and movie contents.

The Current State and the Development Direction of the Studies on Improving of Broadcasting Language (방송언어 개선 연구의 현황과 발전 방향)

  • CHO, TAE-RIN
    • Korean Linguistics
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    • v.74
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    • pp.169-197
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    • 2017
  • The purpose of this paper is to seek the development direction of the studies on improving of broadcasting language, by examining the fruits and the limitations of existing research. Firstly, this paper makes sure that the study on improving of broadcasting language is one of the subtypes of study on broadcasting language. Then the current state of the studies on improving of broadcasting language is analyzed by genre, problem, and assessment standard. According to this analysis, existing research is concentrated too much in certain genres such as current affairs and news, but also in certain problems such as accuracy or publicness infractions. Finally, this paper concludes by suggesting three development directions of the future studies on improving of broadcasting language as follows: (1) Accuracy or publicness related problems need no more studies on themselves but continuous and systematic monitoring and institutional device. (2) We need more interest and research on language used in certain genres such as TV home shopping and commercial break. (3) Fairness or soundness related problems need more studies on themselves, because the judgement or assessment standard of these problems is not only difficult to find out, but also in need of viewer and listener awareness investigation and social agreement procedure.

CNN-based Visual/Auditory Feature Fusion Method with Frame Selection for Classifying Video Events

  • Choe, Giseok;Lee, Seungbin;Nang, Jongho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.3
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    • pp.1689-1701
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    • 2019
  • In recent years, personal videos have been shared online due to the popular uses of portable devices, such as smartphones and action cameras. A recent report predicted that 80% of the Internet traffic will be video content by the year 2021. Several studies have been conducted on the detection of main video events to manage a large scale of videos. These studies show fairly good performance in certain genres. However, the methods used in previous studies have difficulty in detecting events of personal video. This is because the characteristics and genres of personal videos vary widely. In a research, we found that adding a dataset with the right perspective in the study improved performance. It has also been shown that performance improves depending on how you extract keyframes from the video. we selected frame segments that can represent video considering the characteristics of this personal video. In each frame segment, object, location, food and audio features were extracted, and representative vectors were generated through a CNN-based recurrent model and a fusion module. The proposed method showed mAP 78.4% performance through experiments using LSVC data.